Professional Documents
Culture Documents
Follow the steps outlined on p52-53 of the Stormbringer 5th rulebook, with the following provisions:
1. As is
2. As is, but include additional stat rolls. Pick a cultural background or roll on the tables
below.
3. Ignore
4. As is
5. As is
Weapons
11. As is
The following weapons are not used: Filkarian Pike, Staff Sling, Lormyrian Axe, Melnibonean Bone
Bow, Desert Bow. Add the following weapons:
name
Longsword
Poleaxe
War Hammer
base%
15
15
25
damage
1d10+1
3d6
1d8+1
name
Composite Bow
Crossbow
Flamelance
Hand Flamer
base%
10
20
10
15
damage
1d8+1+1/2 db
2d4+2
2d8
2d6
name
helm on/helm off
Chain Armor
1d6+1/1d6
Granbretan Plate 1d10+2/1d10
hands
1
2
1
hp
15
25
20
length
med
long
med
impale/Parry
yes/yes
yes/yes
no/yes
range
100
50
200
100
attacks
1
1
1
hp
15
6
12
12
burden
moderate
moderate
impale/Parry
yes/no
yes/no
no/no
no/no
Culture Backgrounds
European Nationality
Roll d100 to determine your nationality.
01-03 Carpathia: Replace Background roll of Noble or Sailor with Craftsman.
04-06 Catalania: Replace Background roll of Scientist with Sailor.
07-10 Espaniya.
11-16 France.
STR/DEX
11/9
13/9
11/9
2
9
9
STR/DEX
11/11
25
7/9
25
-/9
-/9
rounds cost
2
350
5
priceless
class
50
250
175
class
250
500
500
2500
cost
cost
17-23 Germania.
24-32 Granbretan: If your INT is 16 or higher you may choose Scientist otherwise you must choose Warrior. There is a
20% chance you are also a Noble. Add skill Pilot: Ornithopter (00).
33-35 Greece.
44-45 Kyrus.
64-67 Romania.
68-72 Scandia.
92-95 Turkia.
96-99 Ukrania.
Amarehk Nationality
Roll d100 to determine your nationality.
01-03 Baha: Replace any roll of Noble, Scholar or Scientist with Sailor.
04-12 Caliphia: Replace any roll of Scholar or Scientist with Hunter.
13-17 Chaton: Replace any roll of Sailor with Merchant.
43-52 Mexca
53-60 Migan
61-66 Narleen: Replace any roll of Mutant with Craftsman. Replace any roll of Farmer or Hunter with Merchant.
67-74 Pavana: 20% chance to roll normally otherwise Craftsman or Farmer.
75-84 Tribes: Automatically Hunter, 20% chance to be Noble also.
85-92 Wasiton
93-00 Xas: Replace any roll of Noble or Scholar with Sailor. Replace Scientist with Hunter.
Adventurer Occupations
11-20 Peasant, Farmer - Skills: Craft, Natural World, Listen, Scent/Taste, two impromptu weapon skills, and two other
skills as a personal specialty. Extra Money: 25 silver.
21-30 Hunter Skills: Climb, Move Quietly, Throw, Track, Trap, one missile weapon skill, one other weapon skill, and
one other skill as a personal specialty. Extra Money: none.
31-40 Merchant - Skills: Bargain, Evaluate, Insight, Listen, Natural World, Other Language, and two other skills as
personal specialties. Extra Money: 2000 silver.
41-45 Beggar - Skills: Bargain, Conceal Object, Disguise, Dodge, Fast Talk, Move Quietly, Pick Lock, and one other skill as
a personal
51-60 Sailor - Skills: Sailing, Swim, Navigate, Climb, Craft, Natural World, one weapon skill, and one other skill as a
personal specialty. Extra Money: 100 silver.
61-70 Scholar Skills: Evaluate, Insight, Natural World, Other Language, Scribe, and three Lore skills. Extra Money: 300
silver.
71-75 Scientist Skills: Craft, Evaluate, Insight, Other Language, and four Lore skills. Extra Money: 400 silver.
76-80 Thief - Skills: Climb, Disguise, Hide, Listen, Pick Lock, Search, one weapon skill, and one other skill as a personal
specialty. Extra Money: 500 silver.
81-00 Warrior Skills: Brawl, Dodge, Ride, Shield, Throw, any two weapon skills, and one other skill as a personal
specialty. Extra Money: 50 silver.
LORE SKILLS
obscure or involved. Master Engineers (90%+) can supervise gangs of skilled/semi-skilled/unskilled laborers up to their
APPx5 in number. Engineers can prepare plans for many projects including war machines, river locks, mills, fortresses
and dams. Many engineers are familiar with the techniques and engines of siege warfare.
(volcanic sulfur). Chemists also know how to extract and refine chemicals from mineral ores and compounds. They can
isolate an element from its compound to produce iron, copper, silver, etc. The GM should guide PC chemists in the use of
this skill and say what is and is not possible. Gunpowder is unknown in the Young Kingdoms and should stay that way to
preserve the campaign flavor. "Greek Fire" mixtures are possible, usually consisting of naphtha, sulfur, bitumen and oil.
Melnibonean chemists know this mixture well. Fumbles on the skill roll can be expensive, messy and painful!
equipment, can extract the metal from the ore. They can also calculate the correct mixture of metals required to produce
alloys of various qualities, including bronze, pewter and electrum. Note that this skill confers no ability to work the
prepared metal; a smith craft skill is required for that.
Class Effects
1 20
Causes limited damage immediately. Roll D100: 01-15 1D20 Damage; 16-30 1D10 Damage; 31-50 1D8
Damage; 51-80 1D6 Damage; 81-100 1D4 Damage
21 40
Causes slow death. Roll D100: 01-10 In 1D4 x 10 minutes; 11-30 In 1D6 hours; 31-60 In 2D10 hours;
61-100 In 1D6+1 days
41 60
61 80
Causes symptoms like illness, lasting 2D10 days. Victim must make CONx5% (Stamina) roll each day
or lose 1D6 CON points permanently. Rolls must be made every day until the character is dead, the
2D10 days are up or the antidote is taken (normal healing plants will not work).
81 - 00
Causes instant or rapid death. Roll D100: 01-10 Instant; 11-50 In 1D6 melee rounds; 51-100 In 1D10
minutes
01-10 Generally recognize plants, would like to learn more about their uses.
11-20 Recognizes and can find edible plants in the wild.
21-30 Recognizes any poisonous plants in sight. If the character has no Poison Lore skill, this level of Plant Lore
automatically confers a Poison Lore skill of 10%.
31-40 Recognizes and can find plants useful in sorcery and the summoning of demons.
41-50 Recognizes and can find plants that make good healing poultices (1D6 regeneration of Hit Points after 1D6 hours
on a wound).
51-60 Recognizes and can find plants that make good healing potions (2D6 regeneration of Hit Points 2D6 hours after
drinking - works for wounds, poison and disease).
61-70 Recognizes and can find plants that cure infections (complete healing of wounds or disease after 1D6
days).
71-80 Recognizes and can find plants that are hallucinogens and other emotion-affecting drugs such as aphrodisiacs,
hate-agents etc.
81-90 Recognizes and can find plants to make drugs that affect the attributes (such as increasing strength).
91-100 Recognizes and can find those plants which when combined will make the Elixir of Invulnerability.
11-20 Recognizes most exotic animals and plants; recognizes most common dangerous or poisonous animals and
plants.
41-50 Can bioengineer an increase or decrease in STR or SIZ by 1D6; minor exterior alterations: +/- 1 armor point,
51-60 Can evaluate and estimate abilities, behavior and biology of previously-unknown plant or animal.
61-70 Can bioengineer an increase or decrease of any attribute by 1D6; complex exterior alterations: +/- 3 armor
points, gliding flaps, spikes, etc.
71-80 Can bioengineer an increase or decrease of any attribute by 2D6; minor structural alterations: paws to hands,
quadruped to biped, litters of young rather than single births, etc.
81-90 Can bioengineer an increase or decrease of any attribute by 4D6; major structural alterations: speech, herbivore
to carnivore, immunity to certain type of poison, radiation-resistant, disease-carrier, etc.
91-100 Can bioengineer an increase or decrease of any attribute by 8D6; add unnatural body parts: wings, tail, extra
legs, poison glands, etc; create whole new abilities: breathe water, mental powers, luminescence.
31-40 Can identify complex chemical compounds such as drugs, hydrocarbons or poisons.
41-50 Can extract complex purified substances from natural sources, such as nicotine from tobacco or kerosene from
crude oil.
51-60 Can create simple but dangerous compounds, such as poison gas, explosives or acids.
61-70 Can create simple chemical devices, such as gas masks, fire extinguishers or smoke bombs.
71-80 Can manipulate and deal with radioactive substances.
81-90 Can create complex chemicals such as hallucinogens, poison antidotes or paralyzing gas.
91-100 Can create complex devices relying on chemical principles, such as acid cannon, oxygen generators or helium
gas bags.
01-20 Knows that lightning and static electricity are two forms of the same power and that electricity exists.
21-40 Can make simple electrical devices such as leyden jars and lightning rods.
41-60 Can understand how to use basic electrical devices, hook up batteries, read dials and switches, etc.
61-80 Can create basic electrical devices such as electromagnets, generators, telegraphs, etc.
81-100 Can create and understand advanced electrical devices.
21-40 Can create and build simple machines, such as waterwheels, pedal-turned lathes, and shot blowers
41-60 Can understand the use of moderately complex machines such as steam engines, air pumps, cotton gins or multispeed bicycles.
61-80 Can build moderately complex machines such as steam engines etc.
81-100 Can build and understand very complex machines such as internal combustion engines, ornithopters etc.